Medium Humanoid, Lawful Neutral
Armor Class 15 Yautja Body Armor
Hit Points 170 (20d8 + 80)
Speed 40 ft., Climb 30 ft.
STR
19 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws DEX +6, CON +7
Skills Athletics +7, Medicine +5, Nature +5, Perception +8, Stealth +6, Survival +8
Senses Truesight 120 ft., Passive Perception 18
Languages Understands all languages when wearing Bio-Helmet, speaks Yautja
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Special Equipment. The Yautja is equipped with a Bio-Helmet and a Wrist Gauntlet.

Mimicry. The wearer of the Bio-helmet can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 (Insight) check.

Cloak. As a bonus action, you can render yourself translucent, seamlessly blending into your surroundings. While translucent, you have advantage on Dexterity (Stealth) checks and all creatures have disadvantage on attack rolls against you. Also, if you use the Hide action on your turn, you turn invisible until you move, attack, or cast a spell.

Nimble Escape. The Youtja can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The City Hunter aka "Ghost" (Yautja Young Blood) makes three melee attacks or uses the Plasmacaster action one time followed by two melee attacks or uses the Energy Flechette action one time followed by two melee attacks or uses the Plasmacaster action one time, and the Energy Flechette action one time followed by one melee attack or uses the Speargun action two times followed by one melee attack or uses the Speargun action one time followed by two melee attacks or uses the Speargun action three times.

Wristblades. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Combistick. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage Versatile.

Smart Disc. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Thrown weapon attacks with this weapon are made with advantage and the Smart Disc will return to the thrower.

Netgun. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. A Large or smaller creature hit by a net is restrained until it is freed. A creature restrained by the net also takes 1d4 slashing damage per round at the start of its turn as the net automatically tightens. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Self-Destruct. As an action, you can program your gauntlet to self-destruct. Unless the gauntlet is removed or deactivated before 1 minute passes, your gauntlet blossoms with a low roar into an explosion of flame, destroying the gauntlet. Each creature in a 100-foot radius sphere centered on your gauntlet must make a DC 16 Dexterity saving throw. While wearing the gauntlet, you automatically fail your saving throw. A target takes 42 (12d6) fire damage on a failed saving throw or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Plasmacaster (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 36 (8d8) force damage. If the Yautja loses or removes its Bio-Helmet, it cannot use its Plasmacaster.

Energy Flechette (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (2d8) force damage. Unlike the Plasmacaster the Energy Flechette does not require the Bio-Helmet to be fired but can still attack with advantage if paired with one.

Speargun (Recharge 5-6). Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 9 (2d8) piercing damage. All Spearguns can make 3 attacks before needing to be recharged. The Spearguns require the Bio-Helmet to be fired and ignore half cover and three-quarters cover.

Description

The "City Hunter", also known as "Ghost", was a Yautja from the Lost Tribe that conducted a Hunt in the city. He eventually came into conflict with both a city guard taskforce attempting to capture him and veteran bounty hunter.

Previous Versions

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8/24/2022 3:53:47 PM
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